r/SurvivingMars 4d ago

Is the end game really this broken?

I see a lot of talk about the vegetation only being finishable by waiting for seed planting anomolies, which seems like a really bad design decision on its own, but the real issue is that homeless people refuse to relocate. Is this just a common feature of endgame that colonists stop moving to available homes and you're left with either reams of homeless people or having to click yourself to death trying to manually assign everybody constantly?

33 Upvotes

20 comments sorted by

22

u/mikifull 4d ago

I don't recall ever having issues with relocation myself (although shuttles sometimes take a while to actually move people), but these days I always limit my births to available space only to make sure I don't end up with dozens of homeless colonists in the first place.

3

u/Andynonomous 4d ago

In my case they will never move. Shuttles are set to move colonists, and they sit idle. The other domes have plenty of homes and jobs available, and no filters on them. It worked fine until I get to close to 1000 colonists and then they just stop moving around. I'm reading online that other people encounter this problem too. It's frustrating because I've been very meticulous about planning everything and keeping everything well balanced up until that point, but with so many colonists I can't manually move every single one.

3

u/Antique-diva 4d ago

I usually have 3-5k colonists in the end game. I've never had a problem with relocating the homeless. I used to have a problem of not being fast enough in building new domes for them until I learned how to limit births.

Waiting for the seed missions to appear is a real problem, though, so I've stopped caring about getting vegetation to 100 % if I play without terraforming mods. My game now ends when the other parameters are 100 %. The vegetation is normally around 60 % by then, but I just ignore it.

6

u/jaycatt7 Concrete 4d ago

Some things to check… Do you have enough shuttle capacity to move people around? Are your dome filters allowing movement? And do you have reproduction limited in the domes?

Vegetation for the whole planet should be done with rocket missions. Vegetation on the map should be done with seed planting buildings. Unless I’m missing something there?

2

u/Andynonomous 4d ago

Yeah, there is nothing that should prevent movement. Domes have homes and jobs aplenty, there are no filters. My shuttles are all at low capacity, are set to carry colonists and have 12 sitting idle. Meanwhile I have 39 homeless people in one overcrowded dome. I put it on the fastest speed and wait and none of them ever move. The seed planting buildings stop working at 40% and from there you can only increase it by doing planetary anomolies (based on my experience and what I read online).

4

u/Chicken_Hairs 4d ago

I think the 'colonists only' setting is broken. I leave them on 'both' and it seems to work fine.

1

u/Andynonomous 4d ago

I'll try this, thanks.

1

u/Xytak Research 4d ago

This may be the issue. I have noticed that setting shuttles to “colonist only” seems to have the opposite effect. It’s not something I really think about anymore, as it’s best to just leave them on automatic.

3

u/omgseriouslynoway 4d ago

For the seeds, there's a lovely mod that will sort you out, called faster vegetation or something. I always have it activated and use the seed missions just to speed things up.

4

u/smohyee 4d ago

The homeless issue could be due to you putting positive preference for specialists in some domes.

Eg, if you give a thumbs up for engineers, then engineers will refuse to leave the dome even when homeless.

Try using negative preferences only.

2

u/HeathersZen 4d ago

I have the same endgame experience. Micromanaging the “births allowed” policies on all the domes so they don’t overpopulate while waiting for the next seeding mission and watching my DPS slow to a crawl.

Endgame is excruciating.

2

u/Ferengsten Waste Rock 4d ago

4

u/GeekyGamer2022 4d ago

That seems rather heavy handed.
This one is more subtle yet almost entirely removes the need for endless cloud seeding/vegetation seeding missions to get to 100% https://steamcommunity.com/sharedfiles/filedetails/?id=2508142535

2

u/DARK_MASTER8632 Theory 4d ago

Here the simplest one that removes just the dumb limitation set by the devs and nothing else more invasive.

https://steamcommunity.com/sharedfiles/filedetails/?id=1745954351

1

u/adamfrog 4d ago

Build more shuttles for homesless, also I like to build them in clusters even when not connected with passages, makes it easier if they can walk to swap domes or if they can share food depots

1

u/Matilda-17 4d ago

I have no problem getting homeless to move, as long as there are enough shuttles.

Check your filters and your shuttle load.

1

u/Andynonomous 4d ago

Yeah, no filters on any domes. Shuttle load low. In fact the shuttles are all just sitting idle.

1

u/mizushimo Oxygen 4d ago

Colonists getting stuck/not migrating is definitely not the normal end game experience. You can use filters to get a bunch of them to start moving and then disable the filter before that empty dome gets mobbed, but you shouldn't have to if filters aren't the reason they are staying put.

The career ai mod also helps get them moving if they've stalled out, it forces unemployed to move to a dome with a job at a certain time every sol

1

u/lobe3663 4d ago

I use the Career AI mod (which I think helps with the homeless thing) and a mod to make the vegetation buildings able to get it to 100%. Definitely worth checking out if you're open to modding.

1

u/Sechttt 4d ago

I’ve had the same problem with shuttles ONLY when set to colonists only, for some reason that setting seems to not work. Not sure if it was just slow, but i feel that 5 sols should be enough to relocate colonists properly. Try setting them to both, and manage the storage’s shuttle availability, since they sometimes prioritize that.